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188
Source/WulaFallenEmpire/PsychicRitual_TechOffering.cs
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188
Source/WulaFallenEmpire/PsychicRitual_TechOffering.cs
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using System.Collections.Generic;
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using System.Linq;
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using RimWorld;
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using Verse;
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using Verse.AI.Group;
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namespace WulaFallenEmpire
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{
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// 用于在XML中定义祭品
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public class OfferingItem
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{
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public ThingDef thingDef;
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public float power;
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}
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public class QualityThreshold
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{
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public float threshold;
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public QualityCategory quality;
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}
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public class PsychicRitual_TechOffering : PsychicRitualDef_InvocationCircle
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{
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// 从XML加载的额外祭品列表
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public List<OfferingItem> extraOfferings = new List<OfferingItem>();
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// 从XML加载的奖励池
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public List<ThingDef> rewardWeaponPool = new List<ThingDef>();
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// 从XML加载的品质阈值
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public List<QualityThreshold> qualityThresholds = new List<QualityThreshold>();
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// 重写计算最大能量的方法
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public override void CalculateMaxPower(PsychicRitualRoleAssignments assignments, List<QualityFactor> powerFactorsOut, out float power)
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{
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// 首先调用基类方法
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base.CalculateMaxPower(assignments, powerFactorsOut, out power);
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IntVec3 center = assignments.Target.Cell;
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Map map = assignments.Target.Map;
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float offeringRadius = 8f;
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float extraPowerFromOfferings = 0f;
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if (!extraOfferings.NullOrEmpty())
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{
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var offeringThings = new Dictionary<ThingDef, float>();
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foreach(var offering in extraOfferings)
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{
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offeringThings[offering.thingDef] = offering.power;
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}
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foreach (Thing thing in GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true))
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{
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if (offeringThings.TryGetValue(thing.def, out float value))
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{
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extraPowerFromOfferings += value * thing.stackCount;
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}
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}
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}
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if (extraPowerFromOfferings > 0)
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{
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powerFactorsOut?.Add(new QualityFactor
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{
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label = "WULA_ExtraOfferings".Translate(),
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positive = true,
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quality = extraPowerFromOfferings,
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toolTip = "WULA_ExtraOfferings_Tooltip".Translate()
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});
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power += extraPowerFromOfferings;
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}
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power = UnityEngine.Mathf.Clamp01(power);
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}
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// 重写创建仪式步骤的方法
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public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
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{
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// 获取基类的仪式步骤
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List<PsychicRitualToil> toils = base.CreateToils(psychicRitual, parent);
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// 在最后添加我们自定义的奖励步骤
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toils.Add(new PsychicRitualToil_TechOfferingOutcome(psychicRitual, this));
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return toils;
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}
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}
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// 自定义的仪式步骤,用于处理奖励
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public class PsychicRitualToil_TechOfferingOutcome : PsychicRitualToil
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{
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private PsychicRitual psychicRitual;
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private PsychicRitualDef def;
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public PsychicRitualToil_TechOfferingOutcome(PsychicRitual psychicRitual, PsychicRitualDef def)
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{
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this.psychicRitual = psychicRitual;
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this.def = def;
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}
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public override bool Tick(PsychicRitual psychicRitual, PsychicRitualGraph parent)
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{
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float power = psychicRitual.power;
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// 消耗祭品
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IntVec3 center = psychicRitual.assignments.Target.Cell;
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Map map = psychicRitual.assignments.Target.Map;
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float offeringRadius = 8f;
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PsychicRitual_TechOffering ritualDef = (PsychicRitual_TechOffering)def;
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if (!ritualDef.extraOfferings.NullOrEmpty())
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{
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var offeringThings = new Dictionary<ThingDef, float>();
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foreach(var offering in ritualDef.extraOfferings)
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{
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offeringThings[offering.thingDef] = offering.power;
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}
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foreach (Thing thing in GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true))
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{
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if (offeringThings.ContainsKey(thing.def))
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{
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thing.Destroy(DestroyMode.Vanish);
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}
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}
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}
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// 从奖励池中随机选择一个武器
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if (ritualDef.rewardWeaponPool.NullOrEmpty())
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{
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Log.Error($"[WulaFallenEmpire] Reward weapon pool is empty for {def.defName}");
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return true;
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}
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ThingDef weaponDef = ritualDef.rewardWeaponPool.RandomElement();
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if (weaponDef == null)
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{
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Log.Error($"[WulaFallenEmpire] Could not find weapon Def: {weaponDef.defName}");
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return true;
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}
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// 根据能量值决定物品品质
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QualityCategory quality = QualityCategory.Awful; // 默认最低品质
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if (!ritualDef.qualityThresholds.NullOrEmpty())
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{
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// 对阈值列表按阈值从高到低排序
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var sortedThresholds = ritualDef.qualityThresholds.OrderByDescending(t => t.threshold).ToList();
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foreach (var threshold in sortedThresholds)
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{
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if (power >= threshold.threshold)
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{
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quality = threshold.quality;
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break; // 找到第一个满足的阈值就跳出
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}
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}
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}
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else // 如果XML中没有定义,则使用硬编码的默认值
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{
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if (power >= 1.0f) { quality = QualityCategory.Legendary; }
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else if (power >= 0.8f) { quality = QualityCategory.Masterwork; }
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else if (power >= 0.5f) { quality = QualityCategory.Excellent; }
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else if (power >= 0.2f) { quality = QualityCategory.Normal; }
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else { quality = QualityCategory.Poor; }
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}
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// 创建物品并设置品质
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Thing reward = ThingMaker.MakeThing(weaponDef);
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CompQuality compQuality = reward.TryGetComp<CompQuality>();
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if (compQuality != null)
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{
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compQuality.SetQuality(quality, ArtGenerationContext.Colony);
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}
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// 在仪式中心点生成奖励物品
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GenPlace.TryPlaceThing(reward, psychicRitual.assignments.Target.Cell, map, ThingPlaceMode.Near);
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// 发送消息通知玩家
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Find.LetterStack.ReceiveLetter(
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"WULA_RitualReward_Label".Translate(),
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"WULA_RitualReward_Description".Translate(reward.Label, quality.GetLabel()),
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LetterDefOf.PositiveEvent,
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new LookTargets(psychicRitual.assignments.Target.Cell, map)
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);
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return true;
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}
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}
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}
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